AEGuildBuildingData = class("AEGuildBuildingData") function AEGuildBuildingData:ctor(data) self.types = {} self:SetData(data) end function AEGuildBuildingData:SetData(data) if data ~= nil then TableUtility.TableClear(self.types) local length = #data.types for i=1,length do local typeID = data.types[i] self.types[typeID] = typeID end self.minlv = data.minlv self.maxlv = data.maxlv self.submitinc = data.submitinc self.rewardinc = data.rewardinc end end function AEGuildBuildingData:SetTime(data) self.beginTime = data.begintime self.endTime = data.endtime end --判斷是否在活動時間內 function AEGuildBuildingData:IsInActivity() if self.beginTime ~= nil and self.endTime ~= nil then local server = ServerTime.CurServerTime()/1000 return server >= self.beginTime and server <= self.endTime else return false end end -- 判斷是否符合等級要求 function AEGuildBuildingData:CheckEffectByGuildBuildingLevel(gLevel) if gLevel >= self.minlv and gLevel <= self.maxlv then return true else return false end end function AEGuildBuildingData:CheckEffectByGuildBuildingType(gType) if self.types and self.types[gType] then return true else return false end end function AEGuildBuildingData:GetSubmitInc() return self.submitinc end function AEGuildBuildingData:GetRewardInc() return self.rewardinc end